Vigilante Game Framework  1.0.0.8
A 2D/3D C++ Game Framework using SFML.
Public Types | Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | List of all members
VBackdrop Class Reference

Renders and endless scrolling scene that takes up the whole screen. Good for scrolling backgrounds. More...

#include <VBackdrop.h>

Inheritance diagram for VBackdrop:
VObject VBase

Public Types

typedef VObject VSUPERCLASS
 Used to call parent class functions when they are overrided in class.
 
- Public Types inherited from VObject
enum  SidesTouching : unsigned char {
  TOUCHNONE = 0, TOUCHLEFT = 1 << 0, TOUCHRIGHT = 1 << 1, TOUCHTOP = 1 << 2,
  TOUCHBOTTOM = 1 << 3, TOUCHWALL = TOUCHLEFT | TOUCHRIGHT, TOUCHALL = TOUCHLEFT | TOUCHRIGHT | TOUCHTOP | TOUCHBOTTOM
}
 Flags for which sides are allowed to check if being overlapped for collision purposes.
 
typedef VBase VSUPERCLASS
 Used to call parent class functions when they are overrided in class.
 

Public Member Functions

 VBackdrop (float scrollX, float scrollY, bool repeatX, bool repeatY, const sf::String &filename="")
 
virtual void Destroy () override
 Destroy the VBackdrop.
 
VBackdropLoadGraphic (const sf::String &filename, const sf::IntRect &area=sf::IntRect())
 
VBackdropLoadGraphicFromTexture (sf::Texture &texture)
 
void SetTint (const sf::Color &tint)
 
sf::Color & GetTint ()
 
virtual void Update (float dt) override
 
virtual void Draw (sf::RenderTarget &RenderTarget) override
 
- Public Member Functions inherited from VObject
 VObject (sf::Vector2f position, sf::Vector2f size=sf::Vector2f())
 
 VObject (float x=0, float y=0, float width=0, float height=0)
 
void SetPositionAtCentre (float x, float y)
 
void SetPositionAtCentre (sf::Vector2f newPos)
 
bool IsSolid ()
 
virtual void Reset (sf::Vector2f newPos)
 
virtual void Reset (float x, float y)
 
virtual void Hurt (float damage)
 
- Public Member Functions inherited from VBase
virtual void Kill ()
 
virtual void Revive ()
 Revives the object by setting both alive and exists back to true.
 

Public Attributes

sf::Vector2f Scroll
 Scroll Amount. Used when CameraScroll is false.
 
sf::Vector2f ScrollVelocity
 Scroll Velocity Amount. Used when CameraScroll is false.
 
sf::Vector2f ScrollAcceleration
 Scroll Acceleration Amount. Used when CameraScroll is false.
 
sf::Vector2f ScrollDrag
 Scroll Drag Amount. Used when CameraScroll is false.
 
sf::Vector2f ScrollMaxVelocity
 Maximum Scroll Velocity. Used when CameraScroll is false.
 
sf::Vector2f Scale
 Scale of the whole background.
 
sf::RenderStates RenderState
 RenderState of the backdrop.
 
bool CameraScroll = true
 Overrides the scrolling coordinates to use the game's camera.
 
- Public Attributes inherited from VObject
sf::Vector2f Position
 Position of the object.
 
sf::Vector2f Size
 Size of the object.
 
sf::Vector2f Last
 Position of the object on the previous frame.
 
float Radius = 0
 Radius amount for Circle Collisions.
 
float Angle = 0
 Angle of object.
 
float AngleVelocity = 0
 Velocity of rotation.
 
float AngleAcceleration = 0
 Acceleration of rotation.
 
float AngleDrag = 0
 Drag of rotation.
 
float AngleMax = 10000
 Maximum Velocity of rotation.
 
bool Moves = true
 If true, updates the objects position and angle.
 
sf::Vector2f Velocity
 Velocity of movement.
 
sf::Vector2f Acceleration
 Acceleration of movement.
 
sf::Vector2f Drag
 Drag of movement.
 
sf::Vector2f MaxVelocity
 Maximum velocity of movement.
 
sf::Vector2f ScrollFactor
 The amount the object will appear to move when the camera scrolls (1.0f = Scrolls as fast as the camera, 0.5f = Scrolls half as fast as the camera). Good for parallax scrolling.
 
float RotateFactor = 1
 The amount the object will appear to rotate when the camera rotates (1.0f = Rotates as fast as the camera, 0.5f = Rotates half as fast as the camera). Good for parallax scrolling.
 
float ZoomFactor = 1
 The amount the object will appear to scale when the camera zooms (1.0f = Scales as fast as the camera, 0.5f = Scales half as fast as the camera). Good for parallax scrolling.
 
float Elasticity = 0
 Bounciness of the object (0 assumes no bounce)
 
float Mass = 1
 Mass of object in comparison to other objects in world.
 
float Health = 100
 Standard health value (object dies if health is <= 0 when modified in the Hurt function)
 
bool Immovable = false
 If true, the object will not change its velocity on collision.
 
unsigned char Touching = SidesTouching::TOUCHNONE
 Which sides are currently touching (is reset on each Update call!)
 
unsigned char WasTouching = SidesTouching::TOUCHNONE
 Which sides on previous frame were touching (is reset on each Update call!)
 
unsigned char AllowCollisions = SidesTouching::TOUCHALL
 Which sides are allowed to check collisions for.
 
bool CollisionXDrag = true
 Useful for moving platforms.
 
- Public Attributes inherited from VBase
bool active = true
 Base can be updated using Update if true.
 
bool visible = true
 Base can be rendered using Draw if true.
 
bool alive = true
 Helper member that is mainly used filter out behaviours to objects which aren't alive in the scene.
 
bool exists = true
 Base can be updated and rendered if true, else it would no longer be treated as being part of the scene.
 
VType type = NONE
 Base object type, typically set in the constructor of an inherited object to specify what type it is.
 
uint32_t RefCount = 0
 Counts the amount of times the object is referenced in groups, ensures an object is only destroyed when no longer part of a single group.
 

Protected Member Functions

virtual void updateTransform () override
 Updates the transform.
 
- Protected Member Functions inherited from VObject
virtual void updateMotion (float dt)
 

Protected Attributes

sf::Texture * texture = nullptr
 The texture to render.
 
sf::VertexArray vertices
 The vertex data for the object.
 
sf::Transform transform
 Transform matrix for the object.
 
bool RepeatX
 If true, the texture will appear repeated in the X Axis, else the texture will lock in the X axis.
 
bool RepeatY
 If true, the texture will appear repeated in the Y Axis, else the texture will lock in the Y axis.
 
bool disposable = false
 Flag to tell class to dispose of texture if not part of the VContent manager.
 

Additional Inherited Members

- Static Public Member Functions inherited from VObject
static bool separate (VObject *a, VObject *b)
 
static bool separateCircle (VObject *a, VObject *b)
 
static bool touchFlag (VObject *a, VObject *b)
 
static float computeVelocity (float v, float a, float d, float max, float dt)
 
static bool TestInView (const sf::View &renderTargetView, sf::View *defaultView, VObject *o, const sf::FloatRect &renderBox=sf::FloatRect())
 
- Static Public Member Functions inherited from VBase
static const wchar_t * VString (const char *fmt,...)
 
static void VLog (const char *fmt,...)
 
static void VLogError (const char *fmt,...)
 
static void VClearLog ()
 
- Static Public Attributes inherited from VObject
static float SeparateBias
 Adds to the maximum overlap distance between objects.
 

Detailed Description

Renders and endless scrolling scene that takes up the whole screen. Good for scrolling backgrounds.

Constructor & Destructor Documentation

◆ VBackdrop()

VBackdrop::VBackdrop ( float  scrollX,
float  scrollY,
bool  repeatX,
bool  repeatY,
const sf::String &  filename = "" 
)
Parameters
scrollXThe parallax scroll amount in the X-axis, set to ScrollFactor. (1.0f = Scrolls as fast as a Camera, 0.5f = Scrolls at half the speed of the camera).
scrollYThe parallax scroll amount in the Y-axis, set to ScrollFactor. (1.0f = Scrolls as fast as a Camera, 0.5f = Scrolls at half the speed of the camera).
repeatXRepeats the texture in horizontally.
repeatYRepeats the texture in vertically.
filenameFilepath and name of texture to use. Loads with VContent in VGlobal.

Member Function Documentation

◆ Draw()

virtual void VBackdrop::Draw ( sf::RenderTarget &  RenderTarget)
overridevirtual

Renders backdrop.

Parameters
RenderTargetThe game's sf::RenderTarget object to render data onto.

Reimplemented from VObject.

◆ GetTint()

sf::Color& VBackdrop::GetTint ( )
Returns
The current colour tint as an sf::Color object.

◆ LoadGraphic()

VBackdrop* VBackdrop::LoadGraphic ( const sf::String &  filename,
const sf::IntRect &  area = sf::IntRect() 
)
Parameters
filenameFilepath and name of texture to use. Loads with VContent in VGlobal.
areaLoads a specific section of the texture, otherwise uses the whole texture.

◆ LoadGraphicFromTexture()

VBackdrop* VBackdrop::LoadGraphicFromTexture ( sf::Texture &  texture)
Parameters
texturesf::Texture object to use.

◆ SetTint()

void VBackdrop::SetTint ( const sf::Color &  tint)

Sets the colour tint of the backdrop.

Parameters
tintThe colour tint you want to set the backdrop to.

◆ Update()

virtual void VBackdrop::Update ( float  dt)
overridevirtual

Updates backdrop.

Parameters
dtDelta Time between the previous and current frame.

Reimplemented from VObject.


The documentation for this class was generated from the following file: